Choice of Rebels Part 1 WIP thread

@FairyGodfeather ah thank you very much!

@Havenstone

Update is great, good work. I was playing when I caught myself thinking ‘Wow, the thaumatarch is REALLY evil. The empire has each kingdom completely subjugated, and carries out a regular genocide 3 or 4 times a year. How can I possibly be more evil than that?’

I expect the opportunity to subjugate the regional nobility and the empire, also to reign in a new age of peace. Have you given any thought to what might be done to outdo the cruelty already present in the existing system? Do you plan ok making that an option?

@Havestone A quick question

I got 40 some helots scum i dont want more yet . Due i want a guerrilla system,have more men are dangerous, too much to operate stealthy. I would just have a bad ending because i dont have enough peasants ?

@Knightperson, three thoughts occur in response to your question. One is that we’re a looooooong way off this being a practical issue: it’ll be a few games yet (not chapters) before you have a serious chance to set up a system that rivals the current one.

The second is that, meanwhile, anarchy can be crueller than systematic murder – and we’ll certainly have opportunity to see that.

The third is that any system which topped the cruelty of the Thaumatarchy would in my judgment no longer be human. And yes, you’ll get that choice.

1 Like

Hey Havenston is Breden a Kryptast? She has to be…

Wow, am I reading this right? You can be a noble instead of a helot? I’ve only played as a slave; I didn’t even know noble was an option. Just makes this game all that much more impressive.

@Sceleous well noble was always avaliable and I found the im a noble of Aristarcs choice easy to see. But i never choose be a dirty peasant myself so i couldnt talk :wink: Eventualy when i bought all games i do a entire peasant loser story but for now Mara its a noble woman XD

Anyway, I’m guessing that it’s only going to get stronger in the future, but for the time being the path of 2 int is still fairly bad compared to the others if only in terms of being able to achieve good results. Having that score in itself doesn’t open much other than what theurgy, and what it does open otherwise (such as the noblewoman instantly being amiable to the tax shenanigans) can actually be less great than the options you get if you have lower int. For example, with that same noblewoman scenario, approaching with 1 int and some noble credibility allows one to snag a net gain in noble approval that’s not possible with 2 int. Theurgy is cool stuff, but in most circumstances being better at one of the other skills gets more of a benefit in any scenario it’s used in, and they can be used without limit unlike theurgic might. Is int and theurgy going to be more of a broken skill later on to compensate for this?

Also, it seems strange when I’m taking in the nobleperson Simon/Suzane and one of my guys speaks up about how their stuff would have ‘saved lives’ if brought in before the winter when both no one died and my stricter noble character doesn’t like to tolerate that lip, though I understand you’re working on the latter issue.

@Havenstone - Just ran through and noticed that even though I learnt theurgy, if I did not use it at the Harrowing I could never use it again (currently, as in “could not use it at the temple”). That no one mentioned it is of course given, since I did not use the powers to stop the harrower or even intervene until pointed out (I had to try that at least once, call it morbid curiosity - never again, even if it makes a “nice” tragedy…).

@JTAL, it’s not “never use it again” – the temple scene is the only one (I think) where you’re denied the option to use Theurgy if you haven’t previously used it in a public context. Have a look at the tax collector, merchant town, Alastors, and noble estate raids. All of those are set to be your first public use of magic if you chose not to use it against Chirex.

My thinking on the temple scene was that if your only experience with Theurgy was a private experiment where you cut your hand and passed out at once, it would be foolish to consider using it to awe an Ecclesiast into silence – and with an INT 2, your character is not foolish.

The context is different and more desperate in the other raids.

And yes, I try to indulge morbid curiosity where possible – although there are other reasons to try that path, too. :slight_smile:

@Golgot, great points. I’ll do my best to fix them when the whole of game I is done, and I’ll really value your feedback then.

@Scelous, yep, and it’s a different story in several respects playing as an aristo. Give it a shot and let us know what you think. :slight_smile:

@Havenstone
CURSE YOU, CHOICE OF REBELS!!!

…You’ve kept me up for the last 5 hours, completely enthralled by this amazing story! :smiley:

Side effects of Choice of Rebels may include insomnia, dryness of mouth, and hallucinations.

(Thank you!)

@Havenstone - you forgot to mention it is addictive… :stuck_out_tongue:

No wonder I sleep hallucinated a monster was standing in my doorway grinning at me the other night then… it disguised itself as one of my coats. Must maintain vigilance on evil creepy…

Wonderful game. I’d suggest splitting the index up between names, places, etc.

It’s kind of short though. It stops at the merchants pass thing. Where you have the choice to set up camp or go yourself.

@Talon5505 Um…yeah. That’s why it’s called a Work In Progress - it’s still being written.

Pfft… I meant does it end there or am I missing something. It said it could go longer with Kalt… Or whatever the name is.

yeah who is kalt by the way i never met anyone of that name in the game

@SpiritWolf91 you have to be particularly brutal or harsh for him to join up with you. Otherwise you get Simon(?)